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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-29 16:41:01 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-29 16:41:01 +0200 |
commit | 9fa3780a3fc34d6894680aa88d1b37888f3574a9 (patch) | |
tree | c90fbc9c5c1d7ee4cec97040f2ac92c7858ce8ff /design.tex | |
parent | 900805f3d6ddcf31fc3141a460e888c3f90a8099 (diff) | |
parent | 7a044bb0081f73e2b500f2c1c82d6ad298fc98a1 (diff) |
merge `master` into `loek/design`
Diffstat (limited to 'design.tex')
-rw-r--r-- | design.tex | 44 |
1 files changed, 44 insertions, 0 deletions
@@ -3,8 +3,52 @@ \title{Software Design} \begin{document} +\tablestables +\newpage + +\section{Introduction} + +This document outlines the design and development process of the cr\^epe game engine, +detailing the key decisions made during its creation. The primary goal of this engine +is to offer a streamlined, Unity-like experience tailored for developing 2D games +similar to Jetpack Joyride. + +The cr\^epe engine is designed to ease the transition for developers familiar with +Unity, ensuring minimal friction when switching platforms. Our aim is to preserve +many of Unity’s core features while introducing a lightweight and open-source +alternative, licensed under the MIT License. + +The engine is primarily aimed at indie developers who have prior experience with +Unity and are looking for a flexible, cost-effective solution with familiar +workflows. + +\section{Overview} + +\subsection{Core} + +\subsection{Patterns} + +\section{Design} + +\subsection{Rendering} + +\subsection{Physics} + +\subsection{Scripting} + +\subsection{Audio} + +\subsubsection{Fa\c{c}ade} \includepumldiag{img/facade-audio.puml} +\subsection{Input} + +\subsection{Physics} + +\section{Tools} + +\section{Conclusion} + \end{document} |